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mirror of https://github.com/xiaopeng12138/MaiDXR.git synced 2024-12-19 04:15:53 +01:00
MaiDXR/Assets/Oculus/VR/Scripts/OVRDisplay.cs
2022-08-20 21:35:57 +02:00

395 lines
10 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#if USING_XR_MANAGEMENT && (USING_XR_SDK_OCULUS || USING_XR_SDK_OPENXR)
#define USING_XR_SDK
#endif
#if UNITY_2020_1_OR_NEWER
#define REQUIRES_XR_SDK
#endif
using System;
using System.Runtime.InteropServices;
using System.Text.RegularExpressions;
using UnityEngine;
using System.Collections.Generic;
#if USING_XR_SDK
using UnityEngine.XR;
using UnityEngine.Experimental.XR;
#endif
using InputTracking = UnityEngine.XR.InputTracking;
using Node = UnityEngine.XR.XRNode;
using Settings = UnityEngine.XR.XRSettings;
/// <summary>
/// Manages an Oculus Rift head-mounted display (HMD).
/// </summary>
public class OVRDisplay
{
/// <summary>
/// Contains full fov information per eye
/// Under Symmetric Fov mode, UpFov == DownFov and LeftFov == RightFov.
/// </summary>
public struct EyeFov
{
public float UpFov;
public float DownFov;
public float LeftFov;
public float RightFov;
}
/// <summary>
/// Specifies the size and field-of-view for one eye texture.
/// </summary>
public struct EyeRenderDesc
{
/// <summary>
/// The horizontal and vertical size of the texture.
/// </summary>
public Vector2 resolution;
/// <summary>
/// The angle of the horizontal and vertical field of view in degrees.
/// For Symmetric FOV interface compatibility
/// Note this includes the fov angle from both sides
/// </summary>
public Vector2 fov;
/// <summary>
/// The full information of field of view in degrees.
/// When Asymmetric FOV isn't enabled, this returns the maximum fov angle
/// </summary>
public EyeFov fullFov;
}
/// <summary>
/// Contains latency measurements for a single frame of rendering.
/// </summary>
public struct LatencyData
{
/// <summary>
/// The time it took to render both eyes in seconds.
/// </summary>
public float render;
/// <summary>
/// The time it took to perform TimeWarp in seconds.
/// </summary>
public float timeWarp;
/// <summary>
/// The time between the end of TimeWarp and scan-out in seconds.
/// </summary>
public float postPresent;
public float renderError;
public float timeWarpError;
}
private bool needsConfigureTexture;
private EyeRenderDesc[] eyeDescs = new EyeRenderDesc[2];
private bool recenterRequested = false;
private int recenterRequestedFrameCount = int.MaxValue;
private int localTrackingSpaceRecenterCount = 0;
/// <summary>
/// Creates an instance of OVRDisplay. Called by OVRManager.
/// </summary>
public OVRDisplay()
{
UpdateTextures();
}
/// <summary>
/// Updates the internal state of the OVRDisplay. Called by OVRManager.
/// </summary>
public void Update()
{
UpdateTextures();
if (recenterRequested && Time.frameCount > recenterRequestedFrameCount)
{
Debug.Log("Recenter event detected");
if (RecenteredPose != null)
{
RecenteredPose();
}
recenterRequested = false;
recenterRequestedFrameCount = int.MaxValue;
}
if (OVRPlugin.GetSystemHeadsetType() >= OVRPlugin.SystemHeadset.Oculus_Quest &&
OVRPlugin.GetSystemHeadsetType() < OVRPlugin.SystemHeadset.Rift_DK1) // all Oculus Standalone headsets
{
int recenterCount = OVRPlugin.GetLocalTrackingSpaceRecenterCount();
if (localTrackingSpaceRecenterCount != recenterCount)
{
Debug.Log("Recenter event detected");
if (RecenteredPose != null)
{
RecenteredPose();
}
localTrackingSpaceRecenterCount = recenterCount;
}
}
}
/// <summary>
/// Occurs when the head pose is reset.
/// </summary>
public event System.Action RecenteredPose;
/// <summary>
/// Recenters the head pose.
/// </summary>
public void RecenterPose()
{
#if USING_XR_SDK
XRInputSubsystem currentInputSubsystem = OVRManager.GetCurrentInputSubsystem();
if (currentInputSubsystem != null)
{
currentInputSubsystem.TryRecenter();
}
#elif !REQUIRES_XR_SDK
#pragma warning disable 618
InputTracking.Recenter();
#pragma warning restore 618
#endif
// The current poses are cached for the current frame and won't be updated immediately
// after UnityEngine.VR.InputTracking.Recenter(). So we need to wait until next frame
// to trigger the RecenteredPose delegate. The application could expect the correct pose
// when the RecenteredPose delegate get called.
recenterRequested = true;
recenterRequestedFrameCount = Time.frameCount;
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
OVRMixedReality.RecenterPose();
#endif
}
/// <summary>
/// Gets the current linear acceleration of the head.
/// </summary>
public Vector3 acceleration
{
get {
if (!OVRManager.isHmdPresent)
return Vector3.zero;
Vector3 retVec = Vector3.zero;
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.Acceleration, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out retVec))
return retVec;
return Vector3.zero;
}
}
/// <summary>
/// Gets the current angular acceleration of the head in radians per second per second about each axis.
/// </summary>
public Vector3 angularAcceleration
{
get
{
if (!OVRManager.isHmdPresent)
return Vector3.zero;
Vector3 retVec = Vector3.zero;
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.AngularAcceleration, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out retVec))
return retVec;
return Vector3.zero;
}
}
/// <summary>
/// Gets the current linear velocity of the head in meters per second.
/// </summary>
public Vector3 velocity
{
get
{
if (!OVRManager.isHmdPresent)
return Vector3.zero;
Vector3 retVec = Vector3.zero;
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.Velocity, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out retVec))
return retVec;
return Vector3.zero;
}
}
/// <summary>
/// Gets the current angular velocity of the head in radians per second about each axis.
/// </summary>
public Vector3 angularVelocity
{
get {
if (!OVRManager.isHmdPresent)
return Vector3.zero;
Vector3 retVec = Vector3.zero;
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.AngularVelocity, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out retVec))
return retVec;
return Vector3.zero;
}
}
/// <summary>
/// Gets the resolution and field of view for the given eye.
/// </summary>
public EyeRenderDesc GetEyeRenderDesc(UnityEngine.XR.XRNode eye)
{
return eyeDescs[(int)eye];
}
/// <summary>
/// Gets the current measured latency values.
/// </summary>
public LatencyData latency
{
get {
if (!OVRManager.isHmdPresent)
return new LatencyData();
string latency = OVRPlugin.latency;
var r = new Regex("Render: ([0-9]+[.][0-9]+)ms, TimeWarp: ([0-9]+[.][0-9]+)ms, PostPresent: ([0-9]+[.][0-9]+)ms", RegexOptions.None);
var ret = new LatencyData();
Match match = r.Match(latency);
if (match.Success)
{
ret.render = float.Parse(match.Groups[1].Value);
ret.timeWarp = float.Parse(match.Groups[2].Value);
ret.postPresent = float.Parse(match.Groups[3].Value);
}
return ret;
}
}
/// <summary>
/// Gets application's frame rate reported by oculus plugin
/// </summary>
public float appFramerate
{
get
{
if (!OVRManager.isHmdPresent)
return 0;
return OVRPlugin.GetAppFramerate();
}
}
/// <summary>
/// Gets the recommended MSAA level for optimal quality/performance the current device.
/// </summary>
public int recommendedMSAALevel
{
get
{
int result = OVRPlugin.recommendedMSAALevel;
if (result == 1)
result = 0;
return result;
}
}
/// <summary>
/// Gets the list of available display frequencies supported by this hardware.
/// </summary>
public float[] displayFrequenciesAvailable
{
get { return OVRPlugin.systemDisplayFrequenciesAvailable; }
}
/// <summary>
/// Gets and sets the current display frequency.
/// </summary>
public float displayFrequency
{
get
{
return OVRPlugin.systemDisplayFrequency;
}
set
{
OVRPlugin.systemDisplayFrequency = value;
}
}
private void UpdateTextures()
{
ConfigureEyeDesc(Node.LeftEye);
ConfigureEyeDesc(Node.RightEye);
}
private void ConfigureEyeDesc(Node eye)
{
if (!OVRManager.isHmdPresent)
return;
int eyeTextureWidth = Settings.eyeTextureWidth;
int eyeTextureHeight = Settings.eyeTextureHeight;
eyeDescs[(int)eye] = new EyeRenderDesc();
eyeDescs[(int)eye].resolution = new Vector2(eyeTextureWidth, eyeTextureHeight);
OVRPlugin.Frustumf2 frust;
if (OVRPlugin.GetNodeFrustum2((OVRPlugin.Node)eye, out frust))
{
eyeDescs[(int)eye].fullFov.LeftFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.LeftTan);
eyeDescs[(int)eye].fullFov.RightFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.RightTan);
eyeDescs[(int)eye].fullFov.UpFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.UpTan);
eyeDescs[(int)eye].fullFov.DownFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.DownTan);
}
else
{
OVRPlugin.Frustumf frustOld = OVRPlugin.GetEyeFrustum((OVRPlugin.Eye)eye);
eyeDescs[(int)eye].fullFov.LeftFov = Mathf.Rad2Deg * frustOld.fovX * 0.5f;
eyeDescs[(int)eye].fullFov.RightFov = Mathf.Rad2Deg * frustOld.fovX * 0.5f;
eyeDescs[(int)eye].fullFov.UpFov = Mathf.Rad2Deg * frustOld.fovY * 0.5f;
eyeDescs[(int)eye].fullFov.DownFov = Mathf.Rad2Deg * frustOld.fovY * 0.5f;
}
// Symmetric Fov uses the maximum fov angle
float maxFovX = Mathf.Max(eyeDescs[(int)eye].fullFov.LeftFov, eyeDescs[(int)eye].fullFov.RightFov);
float maxFovY = Mathf.Max(eyeDescs[(int)eye].fullFov.UpFov, eyeDescs[(int)eye].fullFov.DownFov);
eyeDescs[(int)eye].fov.x = maxFovX * 2.0f;
eyeDescs[(int)eye].fov.y = maxFovY * 2.0f;
if (!OVRPlugin.AsymmetricFovEnabled)
{
eyeDescs[(int)eye].fullFov.LeftFov = maxFovX;
eyeDescs[(int)eye].fullFov.RightFov = maxFovX;
eyeDescs[(int)eye].fullFov.UpFov = maxFovY;
eyeDescs[(int)eye].fullFov.DownFov = maxFovY;
}
}
}